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Gamerofthegame posted:not really tbh it was pretty unbalanced everywhere I didn't really play the game that much but heard friends gush over it, what were some examples?
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# ¿ May 15, 2016 04:31 |
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# ¿ May 14, 2024 23:14 |
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They should add some sort of (possibly very basic) logistics systems for armies if they're doing the 1 unit per tile, it would create some interesting choices in how you advance on a front.
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# ¿ May 21, 2016 05:51 |
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Should have had hitler in the list 30 times
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# ¿ Aug 22, 2016 00:57 |
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Have they said anything about the effects of the cassus belli system in multiplayer? Like it doesn't matter much who or when I war against in multiplayer, unless there's some sort of ingame effects since obviously players dont use a diplomacy system.
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# ¿ Sep 1, 2016 17:35 |
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How intensive is it going to be? I ran civ 5 fine but my computers getting olddd
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# ¿ Sep 7, 2016 01:30 |
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Any word yet if the ai diplomacy is functional in multiplayer? In 5 we just usually played with only humans but it would be nice to have some functioning ai from time to time
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# ¿ Sep 29, 2016 16:16 |
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Eiba posted:So is there any penalty at all to discourage infinite city spam? Everything I keep reading suggests that tall is the weaker option in this, and even going tall will be 6 or 7 cities as opposed to 10 to 13.
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# ¿ Oct 1, 2016 04:49 |
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what was bad about smac?
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# ¿ Oct 2, 2016 02:22 |
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lots of people saying the ai looks pretty bad, not that 5 was too hot. At least it'll be themed in a neat way
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# ¿ Oct 2, 2016 05:40 |
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Was quill specializing in science to go that fast? The times seem similar to civ 5 where with Babylon you could be really far ahead pretty quick in prince.
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# ¿ Oct 3, 2016 19:38 |
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Most importantly the strategic view in 6 looks amazzzing compared to 5, and close enough to the regular map that it doesn't look too jarring. I used it slot in 5 due to playing a lot on a laptop and it always took a bit to get used to the visual change between the iconography and the way the units were shown in strategic view
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# ¿ Oct 7, 2016 01:48 |
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Still getting used to the game, how do I use for Japan for the best effect? I'm not quite sure how the adjacency bonus works for them
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# ¿ Oct 28, 2016 02:57 |
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ThisIsNoZaku posted:Normally, districts gain +1 output for every 2 other districts next to them. Japan gets +1 for every adjacent district (possibly stacking with the normal bonus, the wording suggests it does but I haven't checked) so they're encouraged to make super build up cities. Ah ok thanks
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# ¿ Oct 28, 2016 04:35 |
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Hmm so does this make Japan better or worse?
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# ¿ Dec 22, 2016 08:36 |
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Honestly there's not much of a difference between no victories (paradox excluding stellaris as mentioned above) and a victory that is trivially easy (civ 6 deity once you have built walls)
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# ¿ Jan 8, 2017 22:18 |
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why the hell is there a continue button in the game in order to reach the main menu
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# ¿ Sep 18, 2017 16:56 |
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Judge Schnoopy posted:I've read some crazy strategies about rushing science victory in 150 turns. It abuses chopping for rushing construction of everything and requires a lot of forests / jungles.
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# ¿ Jan 8, 2018 22:01 |
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He’s pretty drat good. No sure if this is optimal, but played Rome, built the government plaza and the building that gives +50 settlers, the policy card for another +50, and of course magnus with the bonus to chops and no pop loss from settlers. Chopped with a bunch of builders all in the same turn and got 8 settlers out in the same turn, with no pop loss from and 8 pop city. Seems good!
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# ¿ Feb 13, 2018 19:00 |
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# ¿ May 14, 2024 23:14 |
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The funny thing is once those 8 settlers made cities, it also created builders that then chopped 8 more settlers (after a handful of turns growing to pop 2). I could have moved Magnus around to maximize it I think? But I forgot.
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# ¿ Feb 14, 2018 06:03 |